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===Heavy Support=== *'''Big Gunz:''' A <s>decent</s> wonderful unit in lower-level games. When you're playing below 1000 points, just shut up and field a battery of these guys. No, shut up, just do it. Get the full number of of cheap ass grot bodies for absorbing wounds, and cheap Ammo Runts to help offset average Ballistic Skill, all 3 points a pop. Then again, "average" is a relative term; BS 3 means it might as well be a giant sniper rifle in an army book of BS 2 blunderbusses. To make it even better the new artillery rules state that crew now use guns' toughness. T7 grots? Yes, please! Want to be a jerk with these guys? Put grots in front for that nice cover save. As a final note, the other two Big Gunz are generally not worth it, barring the odd exceptions. The main problem with fielding Big Gunz is that they take up a Heavy Support slot, which may or may not pose a problem for your list. **'''Kannon -''' For 20 points, you get a 36" Missile Launcher(Shells) unit with BS 3 for about a third the cost of the Imperial Guard Heavy Weapon squad. Can switch to Frag rounds that are Str 4 AP 5 small blast, good in case you go up against horde armies. Best at being Space Marine bane. Buy three of the buggers, add some ammo runts and crew. 80 points for a fully manned twinlinked Str 8 artillery battery is peanuts. **'''Lobba -''' The Lobba provides nice anti-infantry, yet is in an army that doesn't lack for anti-infantry shooting. It does have 48 inch range and Barrage though, so it does not require line of sight. Str 5 small blasts are fun to drop around, park your lobbas behind a building and start sniping sergeants. Less utility than kannons, but greater range and much easier to keep alive. **'''Zzap Gun -''' Likewise, the Zzap Gun's variable strength (averaging at 6.889) and potential to kill its own crew makes it too unreliable for tank-hunting as you roll to hit and then roll for strength. However, Zzap Guns only kill one crew member, even when there are three of them. Since they all roll for Strength together, when you do roll a 10, you get Railguns for a third of the body count (on your side!). Keep in mind though that this is the only reliable (And I use that term loosely) ranged AP2 this codex has other than the Shokk Attack Gun. When you're absolutely certain you will face heavy infantry, these guys are still reasonably cheap. Then again, the ork answer to terminators is generally to simply drown said models in dice. ***Zzap Guns are also pretty much an Ork player's only answer to Riptides/Dreadknights/Tyrannofexes (or whatever monster with a 2+ save GW comes up with next), since the aforementioned tactic of drowning them in dice doesn't really work if your dice don't have enough strength. Lootas come to mind, but even though they roll a buttload of dice, it's usually not enough to reliably kill one of those monsters fast enough to prevent the damage it'll likely cause. Not that a single battery of Zzap guns will do that either, mind you, but their (hopefully) high strength, comparatively good BS and DS 2 go a long way. *'''Killa Kans:''' As a general rule, Walkers in armies are either horribly fragile gun-platforms, or are taken in single squads. Blurring the line between these two extremes is the [[Killa Kan]]. Not as durable as a normal Dreadnought or Deff Dred, but with thicker armor than other squadded Walkers, lacking extra guns, but packing a Dreadnought Close Combat Weapon, the Kan is a rather versatile unit. Mobile and accurate, pretty much every weapon choice is viable for this unit. Armor Plates and Grot Riggers are always a good option, keeping Penetrating Hits from slowing you down and getting lost Kans back on their feet. In many armies, you cannot go wrong with a squad of Kans. Just remember that you only have two Hull Points. Only two. **'''Grotzooka -''' Good for mowing down infantry at amazing rates (a squad of 3 Grotzooka Kans throws out 6 S6 blasts a turn!). **'''Big Shoota -''' Keeping them cheap and able to threaten light vehicles at range. **'''Skorcha -''' Good for taking out entrenched infantry and horde armies. Does not fully utilize the BS3 that Killa Kans though. Take a Deffdread with double skorchas instead. **'''Mega-Blasta -''' Provide risky AP 2. With "Gets Hot" the Kans are more likely to hurt themselves. **'''Rokkit Launcha -''' Provide anti-vehicle firepower. Deffkoptas could be used instead. **'''Dreadnought Close Combat Weapon -''' WS2 means that almost anything would hit them on 3+, which his bad due to AV11, meaning Kans are quite easily could be krak-rgenaded to death. With low attack number and hitting most things on 4+ (5+ for WS5+) in most cases the Kans will be locked in combat for 3-4 close combat phases until they die, but at least they'd stop some elite infantrymen for a few turns, especially if they are fearless, and even better if they have no grenades or S6+ weapons. Of course, cutting tanks open with claws is always a good idea. *'''Deff Dreads:''' A dedicated close-combat Walker, the Deff Dread is able to dish out a ton of S10 hits in an assault, with the right upgrades. Of course, being an Ork, it's got abysmal ranged capability, so it should usually spend it's Shooting phase running at whatever needs to be krumped. Be careful, having only 3 Hull Points and Armor 12 it can't take much Anti-tank punishment. Armour Plates and Grot Riggers also highly recommended. As a Heavy Support choice it's often overshadowed by more versatile choices, like Killa Kanz or Battlewagons, but fielding a Big Mek HQ allows a Dread to be fielded as a Troop choice, making it a decent option if you've got the room. Get him stuck in the assault an' keep 'im dere. **'''Big Shoota -''' No reason to take unless you want to waste shots in the shooting phase **'''Rokkit Launcha -''' Cheaper and less hazardous than Kustom Megablasta. **'''Kustom Mega-blasta -''' Gets Hot is dangerous, especially when Rokkit Launcha could do same amount of damage. **'''Skorcha -''' Rip throughs horde armies and allows for effective overwatch. Don't take two or being immobilized will suck. **'''Dreadnought Close Combat Weapon -''' Comes with two stock. Take one, helps with assault. Take two, your Deff Dread will become a statue if immobilized. *'''Mega-Dread (Forge World):''' This thing is fun. It's a dedicated close combat shock unit, but boy oh boy does it do its job well. The Rippa Klaws wreck everything in close combat, and get Wreckers stratagem in Cities of Death (unimportant). The Killkannon, normally too short-ranged to be effective, finds its home here. This thing will blast apart your enemy squads, before the Dread will munch them to bits in close combat. It is also very hard to stop, being armor 13 everywhere but the back (which is 11) and having base strength 8 (handy when your klaw is busted). Careful around prolonged Termie throwdowns, you never know what they wield. This guy can also get a Twin-linked Supa-Skorcha that will shoarmify MEQs like there's no tomorrow, but the Killkannon can eat Marines at farther ranges. Don't even bother with the Mega-blasta, the Rokkit Launcha has the same Strength (8) and can fire off the same number of shots (one), has the same range (24"), is 5 points cheaper, and does not suffer from the gets Gets Hot! rule. The Mega-Dread can also get Grot Riggers (handy), an additional Big Shoota for Snap Fire, and a Mega Charga (helpful until inevitable tard-out). Best against Marine Equivalents and Light Vehicles/Walkers. *'''Kustom Meka-Dread (Forge World):''' a more badass cousin of the Mega-Dread. It can take a Kustom Force Field, allow your Big Mek to take Shokk Attack Gun and still able to provide protection for your force. Remember only take KFF. Mega Charga allows you to have Fleet, which is nice, because the Meka Dread should be in close combat most of the time, but rolling an 1 really suck. Rokkit-Bomb Rack counts as Lobba that can fire D3 shot, but it has 1/3 chance of running out of ammo in battle, so ignore. It can also replace one of its Rippa Klaw with 1 heavy weapon (Rattler Kannon recommended). And holy shit they have Fixin'Klaw ! It adds '''2''' attack on the charge, and the Mega Dread can even attempt to repair itself. An AV 13, 3 HP, 5 S10 AP1, self-repair monstrosity? Yes please. But on the other hand this thing is expensive as hell (both in RL money and in-game points cost, especially with KFF), and needs at least one Mega-Dread in your army to be taken. *'''Flash Gitz:''' Easily one of the worst choices in the Ork army. They really are that bad. Their main problem lies in them being very expensive, for minimal damage output. For one point more than 4 Ork Boyz, a Flash Git has a 4+ armor save and a 24" S5 shoota with a single shot, and random AP value. They can shoot through cover, which negates one of the many negatives against them. Their shooting is abysmal, and for the investment involved in making them decent at shooting, you could easily get the far-superior Killa Kanz, or a Battlewagon. Lootas have more range, Warbikes have Assault 3 twin-linked, Nobs are cheaper with same number of shots and twinlinked, and Flash Gits get Shoot through cover with AP random. Essentially long range Burnas with better range and strength, but lacking the hits. If you really do take them, go ahead and take Badrukk as well, he can screw over just about anything he rolls a 5 against and looks like an awesome Ork pirate to boot. These guys are strictly for the kitbashers. **'''More Dakka -''' Can upgrade their Assault 1 guns to Assault 2, considering their shooting it is very necessary. **'''Shootier -''' +1 Str to gun. Not necessary except against T4 enemies or light vehicles. **'''Blasta -''' +1 to AP, but causes "Gets Hot". Necessary, but can make Space Marines tremble in fear. ***They're about to get a huge buff in 7th edition, with their snazguns moving up to Assault 3 all the time and Ballistic Skill +1 if they didn't move, all at 15 points less. *'''Looted Wagon:''' They've got spotty armor, are unreliable (rolling a 1 ''really'' sucks), compete with Deffrolla-equipped Battlewagons (see below) and Killa Kans, and taking a Boomgun ups it considerably as a target while doing little to hide that it's a generally-weaker Vindicator-equivalent. But with the fragility of vehicles in 6th Edition, it is important to remember that a Boomgun is worthy artillery to be mounted on a Vehicle with an AV 11 front, and Big Shootas are welcome for Snap Firing. **'''An alternate take:''' I once '''tabled''' a CSM army by Turn 2 with two Looted Wagons with Boomguns. So they ''can'' be quite good, devastating even in some cases, but are not too reliable. Remember, like Vindicators, never take ''just one''. These things could be used for an Orky Artillery list where you attempt to imitate the Tau. *'''Big Trakks (Forge World):''' This is the variable-use workhorse of the Vehicle list. This thing can take EVERY big gun the orks have in this list, INCLUDING the Flakka-Dakka Guns AND Supa-Kannon. The Big Trakk can also take Deff Rollas (win), and 'ard Case, which doesn't change anything in respect towards transported unit effectiveness. Your first choice should be to give one of these a gigantic gun. Ignore the "classic" first tier gunz, go straight to the big stuff. Take two of these suckers with Supa-kannons if you want to play Guard and shell everybody (which you do). Remember that you can only have three, and they will probably be dead by endgame, so try not to deck them out too bad. **'''Transport''' There is a rather odd thing you can do with this unit. It can take four Big Shootas which can upgrade to Rokkits or Skorchas, and two Grot Sponsons. This could mean that you could charge this thing up, Deff Rolla some point-guarders, and drop out 12 Spannas with Mek to point-guard while the Trakk deals metric tons of lighter Snap Firepower. This strategy is untested, and could just be a waste of a Heavy Support slot. **'''Wait what's this?:''' It says in the entry for Big Trakks that you can take ''squads of 1-3 as a single Heavy Support choice''. That means a potential for ''nine'' Deff-rollas. Or, wait a minute, ''NINE SUPA-KANNONS!!!'' **'''Dedicated Anti-Tank-Weapon:''' You can slap a Big Zzappa on this thing (works just like a regular Zzap gun, but with more range and d3 shots), along with up to ''4'' Rokkit Launchas. That's potentially 7 shots per turn, all spelling doom for enemy armour, so a single Big Trakk with this setup basically is the equivalent of two full squads of Big Gunz, all in one vehicle (of which you can, as pointed out above, take three for a single HS slot). ***However, this strategy also has it's disadvantages. While a Big Trakk with just the Big Zzappa is actually ''cheaper'' than an unupgraded battery of Zzap guns, it also has a random number of shots each round, has to deal with the drawbacks of not being crewed by Grots (namely, BS2; but then again, you also can't fry said Grots) and is a lot easier to destroy. On the plus side, it can be repaired, and if you choose to pay for the upgrades, you can slap the aforementioned 4 Rokkit launchas on it (note that it comes with 2 Big Shootas inbuilt, so you already have a good measure of protection against 'Weapon Destroyed' results). Best set up behind an Aegis line, with a squad of Lootas (including a Mek or two) nearby to facilitate repairs. *'''Flakka-Dakka Gun (Forge World):''' This is the primary orkish ground based anti-aircraft unit, instead of having two twin-linked Heavy 2 guns like the Hydra, the Flakka-Dakka gun just has a single Heavy 4 weapon. It's very useful against infantry in a pinch, just like its imperial counterpart, but its lack of twin-linked goodness causes it to suffer somewhat in accuracy. The reason you don't just go straight to a guntrukk squad with Flakka Gunz is the special rules. Flakka-Dakka Gunz can move flat out ''and'' fire their weapons, provided their target is a Flyer. This can let you keep up with a Flyer ''and'' move across the board to hit some rear armor next turn. The front and side armor is also higher than a Trukk, and you can get a co-axial bolter to spot for you, giving you that twin-linked goodness you so desperately need (and trust us, with Orkish aiming skills, you need it.) Put on a troll face for when you blast those hideously expensive Thunderhawks out of the sky for a fraction of the price. *'''Guntrukks (Forge World):''' These are trukks with even bigger big guns in them. Big lobbas are great for softening up those shooty units that won't stand still long enough for you to charge them and the large blast makes those scatters a little less painful. You can also take a supa-scorcha, creating a fast vehicle with a s6 ap3 template weapon that HAS to be dealt with, taking attention off your important units. Important to note that these trukks can be squadded up to 5 for one slot. *'''Lifta Wagon (Forge World):''' ) It's a wagon with motherfucking - JURY-NERFED lifta-droppa , which gently moves vehicles a few inches. It always hit on 5+ (but gork save you, if you roll one), and dealS D3 glances or a single explodes result regardless what you roll on scatter dice. They can take cover saves against it so be wary of terrain, smoke, sneaky eldar fields and jink saves. it can target Flyers now. 6-th edition glance rules boost lifta-droppa a lot, so now in can wreck near any vehicle up to and including monoliths and land raiders. Drawback is, that Lifta-wagon absolutely useless against non-vehicles, and in 6-th edition you actually '''can''' face armies with no vehicles other then nids.
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